i'd like a futuristic setting, the midevil setting is starting to boar me! of course futuristic but with magic too.

As for controls and combat, i wonder if you've ever played a game called "Silver" on the pc, its control system was a mix of keyboard and mouse, although it was a point and click movement based, you sort of used your mouse to swing the sword around, i really liked that control system but haven't seen any other games use!

characters should start of normal and gradually start to specilise in fields, such as magic, medic, gadets etc

thanks for the reply, I haven't seen Silver I'll see if I can find some info on it on the net.

I picked up the latest D&D Players Handbook and read though about half of it. It has given me a ton of ideas. I think I'm going to base my system off of the d20 Game System D&D now uses. I'll put in most of the same classes and races it uses.

The more I thought about it the more I realized that it makes since to make this a module playing system instead of just a game. So I'm now thinking I'll build the system to allow you to choose a module to play. This way I can get a lot of play milage by configuring new modules instead of having a single hard coded quest.

The up side to this is that people should be able to expand the system. For instance you might be able to create a module that is set in the future instead of the past.

I've been thinking about adding random wheather and possibly day/night cycles as well. This is going to get out of hand I can tell already.

I'm trying to decide on the setting for my next game too. The problem with a pure RPG is the amount of plot (content) that is required. Otherwise it's just 'kill the monsters'. Maybe a strategy or sim element would help a bit.

Otherwise it's just 'kill the monsters'. Maybe a strategy or sim element would help a bit.

Hack n slash can be fun if there's a bit of strategy and leveling up gives new and interesting abilities.

One of my pet ideas for an rpg is a hack n slash dungeon crawl. The dungeon is 50 huge levels of procedurally generated mazes; similar to the first wizardries. It'd be a combination of action rpg (like zelda) with some d+d elements (skills, abilities, etc...). Each level would have a boss. Yes, that's alot of Bosses to come up with interesting attacks for.

Hack n slash can be fun if there's a bit of strategy and leveling up gives new and interesting abilities.

One of my pet ideas for an rpg is a hack n slash dungeon crawl. The dungeon is 50 huge levels of procedurally generated mazes; similar to the first wizardries. It'd be a combination of action rpg (like zelda) with some d+d elements (skills, abilities, etc...). Each level would have a boss. Yes, that's alot of Bosses to come up with interesting attacks for.

Nope, this isn't even being done in Java, I just thought you guys might have good input for me. I've been trying to be very careful about not spamming this community with my non-java projects. But since you asked, if you want to see where I am on it check out http://www.scottshaver2000.com/forum/viewforum.php?f=19 . Look in the work log topic for a link to the latest download (one of the last replys in the topic).

I was actually thinking that if it turns out well it would make a good project to convert over to Java. Then there would be a valid, full-up demostration for showing people.

Okay so I've finished the basics of the system, context sensitive help, weapons, armor, general inventory, classes, races, character management (create/save/delete), die rolling, money handling and purchasing equipment. Now I'm entering the more difficult area of quest (module) management.

I'm going to use LUA as a sripting language, that decision is made and I'm comfortable with it. What I'm having a really hard time getting my head wrapped around is how much of the system is scripted.

I had intended to use the scripting to handle PC to NPC conversations. The quest builder should be able to place special NPCs into the game world that have special interaction with the PC. So the builder will have to be able to script any conversations for these NPCs.

Also I thought it would be nice if the builder could modify the maps using the scripting language. So he could say "The PC did some action, no open a locked door somewhere else in the map.".

I can't quite seem to figure out exactly where to put these hooks in. For instance should there be a generic LUA hook to call a particular script after evey character movement?

I've made some progress, little at a time. Reworked the menus to be graphical instead of ordinary buttons. Have the main play area functioning and partial integrated with LUA. Again this isn't java but thought I would show that progress is being made.

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